Search:

Type: Posts; User: Aexrael; Keyword(s):

Search: Search took 0.12 seconds.

  1. Replies
    200
    Views
    75,511

    [Resource] Re: PFM Schema Update Thread

    agent_culture_details from TWW2 cannot be opened in PFM.
  2. Replies
    200
    Views
    75,511

    [Resource] Re: PFM Schema Update Thread

    cdir_events_dilemma_payloads_tables seems to trigger an error when trying to view it in PFM.
  3. Replies
    200
    Views
    75,511

    [Resource] Re: PFM Schema Update Thread

    The tables I posted above may not be in the correct order then, I wrote it down in the order they appeared in DAVE, worth keeping in mind if or when you correct their names!

    Can you also please...
  4. Replies
    200
    Views
    75,511

    [Resource] Re: PFM Schema Update Thread

    If you get a chance, could you correct the following tables for the next schema update for TWW2 please.

    army_special_abilities_tables (There is a column too many also)
    army_special_ability,...
  5. Replies
    200
    Views
    75,511

    [Resource] Re: PFM Schema Update Thread

    ancillaries_table now has all unknown columns. :(
  6. Replies
    650
    Views
    398,947

    [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Does anyone know why this happens in campaign battles? It doesn't happen in custom battles. One of the ethereal skeletons on the left side turns in to a vampire lord. It's set up as a mount for the...
  7. Replies
    650
    Views
    398,947

    [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    You'll need a bunch, start by looking in unit_special_abilities, and use dave to look up existing abilities and find the tables they affect.
    Among the tables you may need are, but not limited to,...
  8. Replies
    650
    Views
    398,947

    [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Is there any way to edit animations? I understand this was possible in older TWs using animation fragments.

    I've run in to an issue with a non-mounted unit that I'd like to use two pistols on, but...
  9. Thread: New Tech Tree

    by Aexrael
    Replies
    14
    Views
    2,723

    Re: New Tech Tree

    The only times I have tables disappear like that is when I forget that using the del key when deleting something such as text it also deletes the whole table.
  10. Thread: New Tech Tree

    by Aexrael
    Replies
    14
    Views
    2,723

    Re: New Tech Tree

    From local_en.pack, Text -> db -> effects__core
  11. [Tool] Re: PFM 4.1.2 - Warhammer support

    Also getting this error, http://i.imgur.com/MOquEcf.jpg when the autoupdate or manual update is run.

    On Windows 10 Pro CU 1703 (OS Build 15063.13)
  12. [Tool] Re: PFM 4.1.2 - Warhammer support

    main_units_tables, building_levels_tables, technology_nodes_tables and campaign_mercenary_unit_character_level_restrictions_tables are all red for me now and I cannot see table content in my mods,...
  13. Thread: New Tech Tree

    by Aexrael
    Replies
    14
    Views
    2,723

    Re: New Tech Tree

    Yeah we established as much. technology_nodes and technology_node_set are the only places I found them in. Which is why I wonder why you cannot change the key to something else, say change emp_civ to...
  14. Thread: New Tech Tree

    by Aexrael
    Replies
    14
    Views
    2,723

    Re: New Tech Tree

    Yep but where are the references for brt_mil, bst_mil, chs_mil, dwf_civ, emp_civ, vmp_mil and wef_civ? There are only dwf and grn in that table.
  15. Thread: New Tech Tree

    by Aexrael
    Replies
    14
    Views
    2,723

    Re: New Tech Tree

    What I don't get is start_pos_techs doesn't have the key for the vanilla factions, like vmp_mil and DAVE search comes up empty, so I can't find where it is referenced.
  16. Thread: New Tech Tree

    by Aexrael
    Replies
    14
    Views
    2,723

    Re: New Tech Tree

    Some copypasting and testing later, the game bombs whenever I edit the technology_node_set key for vampire counts to a different one, with corresponding techs for that key in technology_nodes. I...
  17. Thread: New Tech Tree

    by Aexrael
    Replies
    14
    Views
    2,723

    Re: New Tech Tree

    I ended up doing it more crudely for my revamp of the vampire tech tree, http://steamcommunity.com/sharedfiles/filedetails/?id=886038816 I overwrote a couple of vanilla tables.

    But looking at what...
  18. Replies
    0
    Views
    2,423

    [Released] Vampire Counts Tech Tree redone

    http://steamcommunity.com/sharedfiles/filedetails/?id=886038816

    I redid the Vampire Counts tech three throwing out the roadblocks, consolidating some of the effects and streamlining the look to...
  19. Replies
    650
    Views
    398,947

    [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Fixed my problem, it was in table ui_unit_bullet_point_unit_overrides

    Regarding unit_set_to_unit_junctions, unit_set is referenced by effect_bonus_value_ids_unit_sets it handles which effects...
  20. Replies
    650
    Views
    398,947

    [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Did you fix your problem Chaos Witch? I ran in to the same issue with a custom cairn wraiths unit.

    Another thing, Sebidee
    In table unit_set_to_unit_junctions table there are references in the...
Results 1 to 20 of 20